/*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.gameserver.model.actor.instance;
import java.util.logging.Logger;
import com.l2jserver.Config;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.ai.L2AttackableAI;
import com.l2jserver.gameserver.model.L2CharPosition;
import com.l2jserver.gameserver.model.L2World;
import com.l2jserver.gameserver.model.L2WorldRegion;
import com.l2jserver.gameserver.model.actor.L2Attackable;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.knownlist.GuardKnownList;
import com.l2jserver.gameserver.model.quest.Quest;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.network.serverpackets.MyTargetSelected;
import com.l2jserver.gameserver.network.serverpackets.SocialAction;
import com.l2jserver.gameserver.network.serverpackets.ValidateLocation;
import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
import com.l2jserver.util.Rnd;
/**
* This class manages all Guards in the world.
* It inherits all methods from L2Attackable and adds some more such as tracking PK and aggressive L2MonsterInstance.<BR><BR>
*
* @version $Revision: 1.11.2.1.2.7 $ $Date: 2005/04/06 16:13:40 $
*/
public final class L2GuardInstance extends L2Attackable
{
private static Logger _log = Logger.getLogger(L2GuardInstance.class.getName());
private static final int RETURN_INTERVAL = 60000;
public class ReturnTask implements Runnable
{
public void run()
{
if(getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE)
returnHome();
}
}
/**
* Constructor of L2GuardInstance (use L2Character and L2NpcInstance constructor).<BR><BR>
*
* <B><U> Actions</U> :</B><BR><BR>
* <li>Call the L2Character constructor to set the _template of the L2GuardInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR) </li>
* <li>Set the name of the L2GuardInstance</li>
* <li>Create a RandomAnimation Task that will be launched after the calculated delay if the server allow it </li><BR><BR>
*
* @param objectId Identifier of the object to initialized
* @param L2NpcTemplate Template to apply to the NPC
*/
public L2GuardInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
setInstanceType(InstanceType.L2GuardInstance);
ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new ReturnTask(),RETURN_INTERVAL,RETURN_INTERVAL+Rnd.nextInt(60000));
}
@Override
public final GuardKnownList getKnownList()
{
return (GuardKnownList)super.getKnownList();
}
@Override
public void initKnownList()
{
setKnownList(new GuardKnownList(this));
}
/**
* Return True if hte attacker is a L2MonsterInstance.<BR><BR>
*/
@Override
public boolean isAutoAttackable(L2Character attacker)
{
return attacker instanceof L2MonsterInstance;
}
/**
* Notify the L2GuardInstance to return to its home location (AI_INTENTION_MOVE_TO) and clear its _aggroList.<BR><BR>
*/
@Override
public void returnHome()
{
if (!isInsideRadius(getSpawn().getLocx(), getSpawn().getLocy(), 150, false))
{
clearAggroList();
getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(getSpawn().getLocx(), getSpawn().getLocy(), getSpawn().getLocz(), 0));
}
}
/**
* Set the home location of its L2GuardInstance.<BR><BR>
*/
@Override
public void onSpawn()
{
setIsNoRndWalk(true);
super.onSpawn();
// check the region where this mob is, do not activate the AI if region is inactive.
L2WorldRegion region = L2World.getInstance().getRegion(getX(),getY());
if ((region !=null) && (!region.isActive()))
((L2AttackableAI) getAI()).stopAITask();
}
/**
* Return the pathfile of the selected HTML file in function of the L2GuardInstance Identifier and of the page number.<BR><BR>
*
* <B><U> Format of the pathfile </U> :</B><BR><BR>
* <li> if page number = 0 : <B>data/html/guard/12006.htm</B> (npcId-page number)</li>
* <li> if page number > 0 : <B>data/html/guard/12006-1.htm</B> (npcId-page number)</li><BR><BR>
*
* @param npcId The Identifier of the L2NpcInstance whose text must be display
* @param val The number of the page to display
*
*/
@Override
public String getHtmlPath(int npcId, int val)
{
String pom = "";
if (val == 0)
{
pom = "" + npcId;
}
else
{
pom = npcId + "-" + val;
}
return "data/html/guard/" + pom + ".htm";
}
/**
* Manage actions when a player click on the L2GuardInstance.<BR><BR>
*
* <B><U> Actions on first click on the L2GuardInstance (Select it)</U> :</B><BR><BR>
* <li>Set the L2GuardInstance as target of the L2PcInstance player (if necessary)</li>
* <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li>
* <li>Set the L2PcInstance Intention to AI_INTENTION_IDLE </li>
* <li>Send a Server->Client packet ValidateLocation to correct the L2GuardInstance position and heading on the client </li><BR><BR>
*
* <B><U> Actions on second click on the L2GuardInstance (Attack it/Interact with it)</U> :</B><BR><BR>
* <li>If L2PcInstance is in the _aggroList of the L2GuardInstance, set the L2PcInstance Intention to AI_INTENTION_ATTACK</li>
* <li>If L2PcInstance is NOT in the _aggroList of the L2GuardInstance, set the L2PcInstance Intention to AI_INTENTION_INTERACT (after a distance verification) and show message</li><BR><BR>
*
* <B><U> Example of use </U> :</B><BR><BR>
* <li> Client packet : Action, AttackRequest</li><BR><BR>
*
* @param player The L2PcInstance that start an action on the L2GuardInstance
*
*/
@Override
public void onAction(L2PcInstance player, boolean interact)
{
if (!canTarget(player)) return;
// Check if the L2PcInstance already target the L2GuardInstance
if (getObjectId() != player.getTargetId())
{
if (Config.DEBUG) _log.fine(player.getObjectId()+": Targetted guard "+getObjectId());
// Set the target of the L2PcInstance player
player.setTarget(this);
// Send a Server->Client packet MyTargetSelected to the L2PcInstance player
// The color to display in the select window is White
MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
player.sendPacket(my);
// Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
player.sendPacket(new ValidateLocation(this));
}
else if (interact)
{
// Check if the L2PcInstance is in the _aggroList of the L2GuardInstance
if (containsTarget(player))
{
if (Config.DEBUG) _log.fine(player.getObjectId()+": Attacked guard "+getObjectId());
// Set the L2PcInstance Intention to AI_INTENTION_ATTACK
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
}
else
{
// Calculate the distance between the L2PcInstance and the L2NpcInstance
if (!canInteract(player))
{
// Set the L2PcInstance Intention to AI_INTENTION_INTERACT
player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
}
else
{
// Send a Server->Client packet SocialAction to the all L2PcInstance on the _knownPlayer of the L2NpcInstance
// to display a social action of the L2GuardInstance on their client
SocialAction sa = new SocialAction(this, Rnd.nextInt(8));
broadcastPacket(sa);
// Open a chat window on client with the text of the L2GuardInstance
Quest[] qlsa = getTemplate().getEventQuests(Quest.QuestEventType.QUEST_START);
if ( (qlsa != null) && qlsa.length > 0)
player.setLastQuestNpcObject(getObjectId());
Quest[] qlst = getTemplate().getEventQuests(Quest.QuestEventType.ON_FIRST_TALK);
if ( (qlst != null) && qlst.length == 1)
qlst[0].notifyFirstTalk(this, player);
else
showChatWindow(player, 0);
}
}
}
// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
player.sendPacket(ActionFailed.STATIC_PACKET);
}
}